devourers in maps
" I must say a lot of the people in this thread must be doing something wrong. I'm level 89 in 1MHC, no close calls with devos. Are they dangerous? Sure. Should they not be able to spawn in such huge packs? Maybe. BUT: Does the GGG suggestion of KEEP MOVING when they pop out of the ground work? Most definitely. I recently went up against a pack of spirit walker devourers on a pack size map, at least 40 of them at once. Even if you run into more packs as you move, KEEP MOVING until there's none popping out right next to you. It's their Melee damage that hurts the most. I was then able to lightning warp every 2 seconds or so, dodging the projectiles, and take em all down. This was on an incinerate build that doesn't have a lot of range, and really needs to stand still for more than a couple of seconds to do a lot of damage, yet I managed. TLDR; ranged characters have no excuse if they die to devourers. Melee that stacks armor should also have no problem. Acro/ev Melee may have a tough time though. |
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I have died to many different mechanics, but never to devourers(Okay, I died to a volatile rare devourer when Nemesis launched, but I didn't know what that mod did and I wasn't capped). Not even a cult of elements/otherwordly pack. Fast reaction time + flasks + cwdt-ic setup is more than enough to survive and kill them. It's the melee physical damage that hurts the most when they pop up and you have quite a narrow time frame to move away, but it's not hard. Also, bear in mind they have "Far Shot" which means their projectiles deal more damage the more distance they travel.
How it usually goes down on my cycloner: Devourers pop out, my 2 seconds long Immortal Call procs. I am in melee range, so those projectiles hit me with the power of wet noodles at 76% fire resisstance. As Immortal Call falls off, I pop my Granite Flask and before its effect wears off, my Immortal Call is back up again. People enter a Zana daily with 3k life and then complain about OP monsters on the forums... *sigh*. http://i.imgur.com/8fqgfAh.png Last edited by rinleezwins#0151 on Apr 4, 2015, 2:48:31 PM
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I'm running an Arc witch, level 82 at the moment. I have died a total of 258 times, and I can say that out of these 258 at least 200 were to devourers. Eventually I learnt a few things:
1. Pop a jade flask and kill them before they start their projectiles. This is what I do at the moment. 2. Have Kaom's Roots or the Unwavering Stance keystone. It's a very underrated mechanic. If you can't be stunned from their melee, you'll be able to use a movement skill to get out instantly. Aiming to get these boots soon. The extra life helps as well. 3. Temporal Chains or Immortal Call. The ground ice from Arctic Armour can help as well. 4. They will appear in a flourish of screaming. This happens for slightly less than 1 second. That's all the time you have to react before they start hitting you. 5. Never use Lightning Warp or Leap Slam until they pop out. Use these as purely defensive means, not for mobility, because if you warp into a bunch of them you're dead. 6. After they go back into the ground, they will never pop out again until you start moving again within that vicinity. I haven't dared to stay still long enough to see if they'll pop out again, but while they're retracting it would be wise to move to a safer location. 7. If they pop out and you move out of range, they will literally stay frozen out of the ground until you walk within their line of sight. When you do, They'll go back into the ground and this time you'll be prepared when you do walk around the corner. I've seen this countless times where devourers pop out when I'm across another wall. Auric/gladiator statues and ice/blood elementals also become live when you're within their activation radius. 8. Be extra wary of large areas of empty ground. 9. It has been proven that we react to sound quicker than to sight. As an addition to point number 4, play with the sound on. It does help. Last edited by st0rmbreaK#5941 on Apr 5, 2015, 7:46:18 AM
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Devourers on their own don't kill me. Devourers sprinkled with a fine dusting of desync, however...
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785 Need a chill group exiles to hang with? Join us: http://www.pathofexile.com/forum/view-thread/1251403 |
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" Just so you know, there's someone on reddit who put a video up of him testing devourer projectile damage with immortal call up. It looks like he takes 0 damage in it, which means that the projectiles are either 100% Physical damage or very close to that, NOT fire damage despite the red color. |
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" I actually worked to partly lessen the impact.., my current character runs RF, Normal mobs die on spawn, they just cant handle the RF. Magic mobs are severely damaged, so I have to move, then shoot, they die. Rare mobs, When they spawn I have to Warp out, and kite, but they die soon ish after Start my warp (Lightning Warp) runs with a wall of RF fire falling on them but I have to dodge their fire balls, or make sure my life is full before I take a hit. You have to concentrate with them, but they are doable. I guess Glass cannons whine a alot |
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" Yes, yes they do. Tanks are punished by mechanics inherent to an ARPG. Glass Cannons are punished by mechanics that GGG made to punish glass cannons. Tanks actually have it much, much worse, IMO. Make yourself unkillable, and then it doesn't matter how good you are, you're still going through packs... slowly. Whereas if you're a glass cannon... you tear through mobs, and if you suck, then sometimes you die, but if you're awesome, you manually evade shit and just end up leveling up. Tanks aren't rewarded for good play, basically, but even glass cannons who suck can level at at least the same pace as tanks, up to 90 or so. After 90, the glass cannons that suck start dying too often to get further, and the tanks have a nice, relaxing, but slow as shit grind to 100. But the glass cannons who are awesome players can get to 100 much faster. Of course, hybrid is pretty obviously better (and that's why you have people in Hardcore that level faster than people in Standard on the high end, because they know how to get just enough bulk to never die while maintaining enough DPS for fast clears), but I'm pretty sure there are no solo tanks near the top of the 1-month softcore ladder. Anyway, my point was that tanks made a decision to be slow and steady, whereas just because glass cannons feel "artificially punished" by GGG, they feel entitled to complain all the damn time. |
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I agree, I hate those things...a delay for popping up is not enough, or not long enough! What needs to be done is a delay on attacks per devourer OR per few devourers, because what gets you is them all attacking at once!
The way I would do it! A 1sec pop-up delay, and then lets say a group of 8 pop up, every 2 devours are put in a group and put on a 1 sec delay...so when they pop up 2 of them attack, then 1 sec later the other 2, then the other 2, so on and so forth! OR Scrap the whole group pop-up delay and just group them up in 2s like previously stated but have them pop-up separately on a 1 sec delay! So when you run into a area and they are activated 2 pop up, then 1sec later 2 more, so on and so forth! I would also do the same with charges and leapers, have them charge a few at a time on a 1 sec delay...it's scary when a pack of 6-8 charge you at once! Not all of them are dangerous however, the goats never hurt that bad, but them damn mutilated frogs suck! Last edited by justinmm1988#6504 on Apr 6, 2015, 2:48:43 PM
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The only change needed is a mark on the ground, where they hide. Then the player will be able to prepare, act accordingly, or just skip, losing the potential exp and rewards. It was said like billions of times. Fair for all.
The actual point is, devos are not designed to be fair. But to punish certain builds and got the ability to kill players efficiently, in general. This kind of design is intentional, thus abusing and unfair. It fits the developers' philosophy at most, so I'm sure devos will never be reworked. This is a buff © 2016
The Experts ™ 2017 |
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The thing that bugged me about Devourers last league was that when they emerge from the ground they hit for an area of effect attack that seems to last for a duration. I tried kiting one moving in and out of range as it emerged and it just hits me at random times during animation which makes me think their unburrowing attack has some degree of persistence. It was annoying because I had a very high movement speed character using quartz flasks just arsing around wondering how far their range was and getting hit as I moved into range.
Most threatening enemy happens to be cheap. Cast on Damage Taken Immortal Call is still a thing tho. |
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